
Face an AI that evolves by learning your combat patterns in real time. TOOSIN is a roguelike game where you fight against enemies that analyze and counter your habits. Become the TOOSIN by creating your own build with a variety of perks, traits, weapons, and combos.
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About
TOOSIN is a roguelike action game where you fight against an AI that doesn't just repeat simple patterns, but actively learns your combat style and habits to adapt in the next run.
To survive in the arena, players must overwhelm constantly changing and evolving enemies, pushing past their own limits.
Every detail of your combat habits—such as your preferred attack combos, guard timing, and dodge directions—is analyzed and digitized. Using this accumulated data, the enemy AI will enter the next run equipped with dynamic counterstrategies and workarounds tailored to your playstyle, keeping you under clever, constant pressure.
Depending on the real-time Dynamic Difficulty Adjustment (DDA) value, all enemy behavior mechanisms, including level scaling and attack patterns, change completely. Over 20 types of enemies, each with unique patterns, evolve to become even more formidable based on your skill level, threatening your survival on the battlefield.
Choose from three unique classes, each utilizing entirely different weapons and combat styles. Chain together over 20 types of strategic attack combos specific to each class to experience dynamic action with heavy, satisfying impact.
Combine 100 different character-strengthening traits, over 20 types of perks randomly awarded in each run, and temporary buffs from special events to craft your own unique builds. Experiment with endless combinations, maximize efficiency, and design your very own optimized combat style for a fresh experience every time.
Dynamic, unexpected events add a layer of deep tactical decision-making, allowing you to instantly turn the tide of battle.
Ambush System: Fend off sudden sneak attacks and claim massive rewards.
Risky Challenges: Take high risks to secure powerful bonuses.
Blood Covenant: Sacrifice some of your stats to explosively boost specific attributes.
Mysterious Merchant: Spend your hard-earned gold to purchase necessary stats after clearing a stage.
Even when you fall, your efforts are never wasted. Increase your account level with permanent EXP earned through play to permanently boost your HP, Attack, and Stamina. Start each run with more points to test even stronger and more complex builds.
Compete fiercely against players worldwide based on your highest cleared stages, levels, and final scores. Become the ultimate champion and engrave your name at the very top of the global leaderboard.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Korean, Simplified Chinese, Traditional Chinese
Reviews
I have enjoyed the Toosin so far its fun and challenging since it feels like your battling against real players. The game sortive acts like your a pvp matching system with each win increases diffucility overall. While not having to worry about any of the technical side of things. But I did run into a few bugs since it just came into early access. But nothing that broke the game. 1. the ambusher got stuck right after spawning in. 2. While if you parry to much I some times glitch the ai into slowing down attacks although Mabey that's its strategy by letting the player get over confident and over drain their stamina thinking their still not going to attack after getting them into a passive position for a while. When I first saw this :" 20 Types of Attack Combos: Offers strategic chain attacks configured for both shield and non-shield weapons." I was thinking that was going to make the game much better thinking its going to be like being able to equip a bunch of different options to chain to together on the fly to mix up the ai. But you can only equip 2 different types. I think it would be better if players were able to equip/change between a few of them during a match. There is a tutorial that shows the controls but I forgot about steam showing your able to switch to the different skill trees while the game did not show you could do it so I spent a while only in the strength skill tree. I am also curious on what AI wrote about traps, magic, and distance attacks. What if when those are added maybe they could have another skill slot for ranged weapons to keep up the pressure. Mabey there like bows or throwing weapons like daggers to use to keep up the pressure or to use as a kiting strategy to wittle down the enemy stamina. Mabey getting back uses as you melee the enemy. I think that having an enemy modifier to deflect 10% of damage back to you is a bad idea. Since I imagine some streamers could challenge them selves in this type of game and have a title of find out how long I can last at only one health against op/player like ai. By making a glass cannon build. While I do think the modifier idea is great I think ones that force you into a certain playstyle or into certain upgrades aren't good since if you don't have a life steal upgrade then you would just watch as each hit you deal does more damage to your self than the boss. Which ended one of my runs. Something that makes the game feel more like pvp is how strong parries are in this type of game witch makes sense but I think it could be more fun if your able to do something about them. Since currently the game is about having enough damage to speed up fights and having enough health to tank hits that will whittle down your health if you don't have life steal. Since currently when you are near full hear its fine too be a bit more risky but as I get closer to death the more I rely on wait and parry and then land two hits. While you know that the enemy is going to parry and be forced into taking damage if your aggressive. Something I find odd sometimes the game decides to give you easy matches after with harder ones easily so I thought in those matches why not mess with the ai and change up how I play and just mainly heavy attacks since I rely on the light ones in most matches. I think the game currently has a simular problem to kiborg where in the longer runs "I got the round 40" it feels like you go past the games scaling where the game feels too easy against the hardest enemy until you decide to change things up with the stronger blessing that comes with a curse. And be like what ever might as well go all in on damage since it feels like you can't get stronger any more since I maxed out all the talent point skills I wanted. While with the curse blessing I feel like the best one to go for is any ones that reduce attack speed since it uses up your limited stamina. While the second to go for is ones that increase life steal and the then I go for is blessing that don't debuff my survivability. Which then I pick based on what gives me more positive stats over the negative one. I am very hopeful of the future of your game and thought this game is quite unique of being able to actually feel like your climbing a ranked pvp lobby. While I usually worry about multiplayer based games shutting down their servers or pvp based ones losing their player base so I will never have to worry about losing this game in the future. Which is a big positive in my opinion. These are my thoughts and hope they helped.
I like it! the game crashed twice in 2 hours but it saves your progress which is awesome. I was able to load back in no problem. I think this game has a ton of potential going forward and big shoutout to the dev for their creation. Pros: gameplay loop has a solid foundation. the AI learning model is a really cool feature. permanent XP buffs so starting a new game doesn't feel so defeating AI log is really cool to read, to see how it is trying to defeat you multiple classes and weapons models and animations look great! Cons: all the basic small gripes of an early access indie game like: -UI is okay (would like to press escape to exit menus), button locations are blocked by preview videos -music does not loop or start a new track after the track ends I wish there were more fight mechanics like "lock on/off option", sprint, longer/different dash options, back stabs, finishers Notes: I saw the AI wrote about traps, magic, and distance attacks. I am excited if these get implemented Fighting multiple enemies as a modifier would be so cool! (sometimes not all the time) disarms would be cool to see too Based on the Dev notes I have a feeling a lot of QOL and other features will be fixed/changed based on community feedback, which is always a plus.
그래픽 카드 사용률이 높긴한데 프레임은 상관없고 부드러움 게임성 자체도 신기하고 AI상대하는게 잼씀 팁: 등급전은 자신의 현재 스탯 기준으로 적이 올라가서 초반에 등급올려놓고 스테이지 등반하면 더 빨리 올라감
업뎃이후로 더 재미써요 랭킹목록 더 늘려줘요
This is pretty decent. Glad I grabbed this. Can't wait to see where it goes. Really needs controller support.
Update@2026/06/29 Ver 0.0.9 Build#1 made contact with DEV,bug reports Solo development is horribly hard. I would say yes ,for his attitude regards current game state. will wait for update & bug fix. ---------------------------------------------------- Ver 0.0.9 Build#1 @ 2026/06/27 Great concept Yet 13 crashes in 3.5hrs is HORRIBLE (Avg 16min/crash) mostly crashed after load screen/scene transition ---------------------------------------------------- Update@2026/06/27 65 crashes in 5.9hrs.......PLS FIX THIS other than that: 1.hit detection need fix (hit the air but still get damage,both player n AI) 2.AI can parry while stunned occasionally 3.GPU load spiking after 10rnds (the mainmenu background caused this i suppose) 4.stun-loop,both player n AI 5.super-human axe-shield guy do reverse horizonal slash superbly fast,without the need to raise his right arm
계속해보니 점점 상대가 뭔가 똑똑해지는게 느껴져요 처음에는 뭔가 그냥 계속 앞으로만 달려오다가 스테이지가 지날수록 뒤로 걷다가 멀리서 공격을 하는 행위나 갑자기 앞으로 대쉬하여 순간적으로 공격해서 반응을 못할때가 있어요 사람과 싸우는 느낌이 나서 매판 재밌긴해요 다만 난이도가 많이 어려워요... 25스테이지 죽음의 구간이던데 40스테이지 가신분은 어케가신건지.. ㅋㅋ 다만 아직 초기버전이라 어색한부분이나 버그가 좀 있는데 이것들 고치고 기능 많아지면 잘 될 것같은 게임입니다. 무기 스왑 기능 만들어서 한 무기 마다 다른 콤보 2개씩 총 4개 쓰면 좋겠어요 (경공격, 강공격) +패치한 이후에 검투사 적 이기고나서 갑자기 날아다닙니다.
Totally my vibe tons of fun. The leaderboard is cool but actual ranked tiers would go crazy.
日本語が自動翻訳っぽいので翻訳の質がイマイ치な点を除けば、ゲーム自体は面白いです。 価格の割に(割引時ならなおさら)ボリュームがあって気に入っています。
1인 개발자가 이렇게 빠른 시간 안에 이러한 퀄리티를 내는 것이 신기하네요 향후 업데이트가 기대됩니다.
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Concurrent players on Steam, sampled daily since tracking started.
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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